package org.flixel.examples.collision;

import org.flixel.FlxGame;

/**
 * Game objects in Flixel are can be stored in FlxGroup objects. 
 * Groups can be added to the game state to help automate and 
 * organize updating, drawing, collisions, camera control, scroll 
 * amounts, and more. When you want to avoid calling resource-
 * intensive functions like FlxG.collide() more than a few times 
 * in each game loop, you can use nested groups as a way to simplify 
 * those calls. For example, let's say your game objects are divided 
 * into three different groups: Apples, Pears, and Bananas. And you 
 * want to see if the fruit have landed on the ground yet. You might 
 * be tempted to call FlxG.collide() three times: FlxG.collide(Apples, 
 * ground); FlxG.collide(Pears,ground); and so on. However, you 
 * can create a fourth group, called simply Fruit, and add each of the 
 * other groups to it. Then you can just call FlxG.collide(Fruit, 
 * ground); and you should see your performance improve notably. 
 * 
 * @author Zachary Tarvit
 * @author Thomas Weston
 */
public class CollisionDemo extends FlxGame
{
	public CollisionDemo()
	{
		super(400, 300, PlayState.class, 1, 20, 20);
	}
}
